Tips for how to wage war across seas?

Zeus2326

Chieftain
Joined
Nov 18, 2007
Messages
3
I am currently involved in a 75 year war with the mongols. His whole civilization is based on an island roughly 6 turns from where i am located. I am situated on a island with about 3 people and we are all friendly with each other. The problem is:
1) the war is becomming extremly expensive
2) even running my Tech at 80% and i am at $54 deficit, i would adjust it down but i am already running so far behind the pack in technology. Before i started the war i was ahead of everyone.
3) I don't want to add on any more cities, but once i destroy a city one more pops up in its place.

I just though you could give some tips on how to properly wage a war across seas
 
Who cares if the two other Civs on your Island are friendly. Wipe them out first!

Conquer your own Continent before wagin wars overseas.

If you really do want to wage a war overseas, then establish a beachead by taking a city and keeping it. Then move all your troops over and expand from there. I don't think there's any point waging a war overseas if you're not going to keep the cities.

Cheers.
 
i agree, always focus on your current continent first then as that continent is yours, go take over the rest!
 
3) I don't want to add on any more cities, but once i destroy a city one more pops up in its place.

As long as there AI players in your games, razed cities will be replaced. If not by your enemy, then by your friends.

It sounds like this war of yours is getting you nowhere. Broker peace and focus on building/conquering at home.
 
If you are outnumbered with troops, establishing a beachhead is a bad idea. If you got marines, or enough experience to make Amphibious promos on your units harassing up and down the coast razing and killing troops for a while might be more tactical. Establish a beachhead when you are sure you can hold it without much losses.

I've been playing Hemispheres lately, and my tactic there is kill everyone on my island and build up. Then i did that tactic i mentioned above with my elite troops in transports. (Settled GG's for Amphibious promos, and marines later) Just bring your healer (general unit that has healing promos) and lots of escort to bombard and crush their navy.

In island attacks sea power is the key, once you have that superior mobility makes it easy to pick only winning battles. (i have no idea how to use carriers and stuff properly, i have yet to have my game last that long ;)) If war weariness is killing your economy, get Fascism and build Mt.Rushmore and jails, and run police state if you are able.
 
Biggest tip for waging a war I can give? Make sure you have an actual goal for the war! ...one that fits in your overall strategy for the game.

What was the goal of the war? Was it to learn how to wage war overseas? You aren't keeping any of the cities there, so I'm not sure what the war is for...
 
Your first assault in an overseas war should contain at least 60 up-to-date troops. This should be followed by a similar-sized stack of reinforcements as soon as your boats can go there and back. This will allow you to establish a beachhead and hold it until you can get reinforcements there. Having airports and an airforce more generally is also very important for conquering overseas. Bombers/etc. don't need to be transported by ship and being able to airlift in troops is a godsend.

Ideally when you are conquering overseas you want to be using primarily tanks/modern armor and stealth/bombers
 
It all depends on what era you;re in.

Assuming you're at the Rifle/Gren/Galleon stage, here's the deal

Build 3 Galleons for each coastal city, and 2 for each inland city. Bring along units with Drill and Combat promotions. Rifles and Cannons will be the main attacking troops, Grenadiers for pillaging and mopping up remaining units, and City Garrison-equipped units for fortification. Send 3 Galleons to each city, and more if the city is close to an inland one. Land a tile away from the city, and use the Galleons to blockade. Bring along 1 Spy for each city, if possible, or 1 Spy for 2 cities. Use the Spy to send the city into anarchy, then attack. If you don't have a Spy for the city, or too few Espionage Points, use the Cannons to bombard. Either way, attack with the Rifles, then the Grens. Remember to send a few Galleons running back and forth to shuttle more and more units. After the city is captured, use the blockading Galleon to join the shuttle fleet. Attack the inland like you would with any other Civ.

Assuming you're at the Modern Era

Build a massive fleet. 45 Transports is good. Build a few Carriers stocked with Bombers and Fighters. Mass Marines, MGs, and Artillery, as well as Gunships. Tanks can be used, but its optional. Use a few Destroyers and Battleships to guard the convoy. Line the Transports near the cities. Use the Artillery to destroy defensive bonuses. Since Marines have Amphibious, attack directly from the Transport. Use the guarding Destroyers to blockade and put some on Sentry to protect. Again, use the Transports to shuttle troops. Fortify the MGs on the captured city, and use the Gunships to pillage. Rinse and repeat for every city.
 
I have the same situation (Kinda). I am in the Classical era and found a large continet only inhabited by about 6 barb cities. The continent I'm on is heavly populated and I have about 10 cities on it. I have two specialized military cities. I took all troops possible (and a few workers) and moved to the second continent and took a coastal city. I then waited for the revolt to end and built the Forbidden palace (took forever). It gave me a great coastal base city and now I've got about 6 cities on that continent.

Does this sound like I did the right thing? From what I'm reading I moved to soon. Is it different with barbs then other AI?

Does the AI know if where you military is? Do they know the majority of my military is on a different continent.
 
Yeah i just started to play this game (its probably like my 5th game) and i havn't had alot of training so each game is a good learning experience. I was just friendly with everyone on my continent and so i thought i would just cruise over and take over this other civ...Even with my modern army its proving to be quite difficult. I only have 60 turns left and i am in 3rd place on a time win so i pretty much have just geared towards making him pay for all of my hours of frustration
 
Building forb palace on a new continent is a good idea usually. But hopefully you are able to chop/whip it so you aren't waiting forever for it.
 
Also can someone tell me what exactly is factored into a time victory, i am leading up untill like 1800 then i usally loose by 500-1000
 
Time Victory is highest score by 2050 AD. You get high points by building loads of Wonders, having lots of cities and population, and doing everything for a normal victory but the victory part. It also involves preventing your enemies from achieving any of the other victories.
 
Your first assault in an overseas war should contain at least 60 up-to-date troops. This should be followed by a similar-sized stack of reinforcements as soon as your boats can go there and back. This will allow you to establish a beachhead and hold it until you can get reinforcements there. Having airports and an airforce more generally is also very important for conquering overseas. Bombers/etc. don't need to be transported by ship and being able to airlift in troops is a godsend.

:agree: You need a lot of soldiers for a successful overseas invasion. I mean a LOT. Those soldiers will face the full force of a continent, on just a handful of tiles of land. If you are unable to comfortably support your attack and have to drastically lower your science rate, you probably have no business invading someone overseas anyway.
 
It all depends on what era you;re in.

Assuming you're at the Rifle/Gren/Galleon stage, here's the deal

Build 3 Galleons for each coastal city, and 2 for each inland city. Bring along units with Drill and Combat promotions. Rifles and Cannons will be the main attacking troops, Grenadiers for pillaging and mopping up remaining units, and City Garrison-equipped units for fortification. Send 3 Galleons to each city, and more if the city is close to an inland one. Land a tile away from the city, and use the Galleons to blockade. Bring along 1 Spy for each city, if possible, or 1 Spy for 2 cities. Use the Spy to send the city into anarchy, then attack. If you don't have a Spy for the city, or too few Espionage Points, use the Cannons to bombard. Either way, attack with the Rifles, then the Grens. Remember to send a few Galleons running back and forth to shuttle more and more units. After the city is captured, use the blockading Galleon to join the shuttle fleet. Attack the inland like you would with any other Civ.

Assuming you're at the Modern Era

Build a massive fleet. 45 Transports is good. Build a few Carriers stocked with Bombers and Fighters. Mass Marines, MGs, and Artillery, as well as Gunships. Tanks can be used, but its optional. Use a few Destroyers and Battleships to guard the convoy. Line the Transports near the cities. Use the Artillery to destroy defensive bonuses. Since Marines have Amphibious, attack directly from the Transport. Use the guarding Destroyers to blockade and put some on Sentry to protect. Again, use the Transports to shuttle troops. Fortify the MGs on the captured city, and use the Gunships to pillage. Rinse and repeat for every city.

Way more than you really need to start the war. Brute force is way too expensive for an overseas war. You are talking about almost 250 units if you include the ships. Even if you have 50 of them in the new cities as garrisons, you lose 200gpt. That is an EXTRA 200gpt in addition to the unit maintnance to begin with. Overseas wars are won strategically not tactically. And the key to winning a war like that is attrition. I must say i am the master of the passive war of attrition since I play lots of AggAi games and tend to be a builder by nature. So by the time I finally decide to start a war overseas, the Ai has huge stockpiles of troops.
What you will need
Ships...about ten-15 frigates/destroyers/battleships. These are just for the invasion fleet....continue to build more in coastal cities for the duration of the war at a pace equal to your naval losses. Twenty-five galleons or Nineteen transports. One caravel.

Ground troops. You will be taking a total of 75 for the initial assault. Since that is the maximum your ships can carry. 10 cannons with the maximum City raider promotions. 15 marines if they are available. If not then 15 of your best assault troops. One unit with medic promotion. Preferably a scout or explorer. If you have a medic three mash unit then bring him. That leaves you 49 units. Bring 30MGs and the rest the best defenders you have Infantry would be best, You can tech to them while you build the MG's. If you can build CG3 units with a promotion left over use it for Guerrilla1. If tanks and gunships are in play for the AI make it 25MGS 10Saminfantry with intercept promotions and CG1, 10Antitank with maximumCG, and nine marines with max CG.

air units....fighters atleast 12 and of course 4 carriers to bring them.

What you will do. You should have the caravel snoop about to find a coastal city on a hill. Yes hill cities are tougher to take but they are the best for the stack-eater strat. When not at war, the Ai tends to mass the troops in a few cities and have 3-4 defenders in the rest. Find one on a hill not to far from the best cities. You want your beachhead someplace conveniently located to the best targets. Position your assault fleet within one turn from that city.
if you have a spy in the territory then send him to the city. If not, no big deal.
Step one: declare war (very important step, do not forget it)
Step two: Move ships next to city to be taken.
Step three: Use the ships to reduce the targets defenses. If that fails then use the spy. Try the ships first to save EPs and so your spy stays on that continent.
Step four: suicide all your cannons. They will not have amphibious, they will die, they will be missed, life goes on...just not for them.
Step five: Attack with your assault troops. Even if they are not amphibious (either through promotions or being marines) 15 will kill 3-4 cannon weakened defenders. Many will die in the process, they will be missed, life goes on....just not for them.
Step six move all your units into the city and fortify them.
Step seven send the ships back for more defenders.
step Eight, watch the Ai send waves and waves of troops to try and take the city back.
You will be absolutely amazed at how many troops these defenders will kill. Playing a recent game as Charlemagne I had a city able to produce level 5 units right out of the box. They were CG3 Guerilla2 drill1 defenders. That is plus 125% and a first strike. The infatnry were 45 against any nonpinch promoted unit and strength 40 vs pinch units. Of course the Ai attacked with waves of cannons. Which the MGs butchered. And the MGs suffer no collateral damage at all. The MGs can't get guerilla promotions so they were CG3 Drill3. And a CG3 MG is strength 40.5 vs non pinch gunpowder units and strength 36 vs pinch units.

Step nine, go about your business back on the mainland and pretty much ignore the war overseas.Using naval units to kill incoming fleets. They have to build a lot more units than you do since you get to kill the troops on board without having to fight them. You don't pay the added costs for troops since they are in a city of yours and only troops outside your cultural boundries cost extra during a war. the Ai switches to expensive wartime techs that deplete the treasury and slow research. They lose the benefits of the peacetime civics (Beauracracy and free religion or OR and even worse if they go into nationhood). If they don't have jails and/or Mt rushmore then war weariness absolutely cripple them because the assault losses on your little beachead city count as foreigh territory. Just send over the occasional pile of fresh defenders from time to time. and watch the AI sink into techbackwardness with little production because his people are war weary to the point noone is working. I have actually watched cities shrinking because noone will work the food. Then i poison the well....cuz that's how i am. Eventually I might go over and beat him up and take some more cities, but that is a pain in the butt. I'd rather build some wonders. I once had a never ending war that lasted like that until I had Mech infantry. I loaded up about 30 of them and that was that. the Ai never gives up trying to take that city. After5turns the defenders get yet another 25% defense from fortifying. I suppose that once his troop stockpile is wiped out you could wander over with more troops and invade. His arty/cannons are pretty much toast and his cities are barely defended.
 
If your neighbors are your friends, try and get them to help you, provided that they're even capable of shipping troops across a sea.
 
@civcorpse: I have a question about war weariness. I read in a post that foreign territory was any territory that was considered out of your culture, including a city you just took. For instance, if you have just captured a city and you hover the pointer over it, it will show that your culture only makes up about 1 or 2% of that tile's culture. Thus, the city would still count as foreign, according to the poster. Has anyone else heard that? Could anyone run a test?
 
I think the poster was referring to the newly capture city while it was in revolt. You suffer a msall amount of war weariness from the losses in the initiial taking of the city that rtemain for the rest of the war. I may have stayed in police state to deal with that so didn't suffer war weariness. Not sure.
 
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